Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units created at location X and moved to Y, attempt to walk back
Units created at location X and moved to Y, attempt to walk back
Mar 25 2018, 5:02 am
By: Lanthanide  

Mar 25 2018, 5:02 am Lanthanide Post #1



While investigating my annoying EUD-related freeze (see other thread), I was changing various things in my map and ended up with a situation where when I create units at a particular location, and then move them elsewhere on the map, if I don't give them new orders after the move, they attempt to walk back to their original creation location. This is actually blocked by water, so they end up standing together in a big bunch, sitting there doing nothing. It's quite annoying.

Normally I'll have triggers that run various orders, so I think this behaviour will not normally be seen in a genuine game, but even having the underlying propensity for it is troubling, because if units do this at all, even just 0.5% of the time, it can lead to a slight balance problem in favour of one of the teams.

I'm certain I've seen this behaviour before in the past (when I was actively mapping 5+ years ago) and that there is a particular cause for the behaviour, as well as a something you can do to stop it happening (other than just ordering the units to move to a new location).

Is anyone familiar with the phenomenon and can they shed some light on what's happening and how to prevent it?

Post has been edited 1 time(s), last time on Mar 25 2018, 5:52 am by Lanthanide.



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Mar 25 2018, 5:17 am Excalibur Post #2

The sword and the faith

There was a bug on PK's RE: Raccoon City where you would need to use the Clear Combat Orders script (I think thats the name?) otherwise the units would stand around and just sort of chill, not even returning fire when attacked. I'd try that and see if it fixes your problem.




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Mar 25 2018, 9:28 am Lanthanide Post #3



Right, I found the original thread where this was discussed and I worked out the root cause of the problem as well as the solution, here: http://www.staredit.net/topic/14882/

Had to use google with "site:staredit.net" to find it 'cause the SEN search itself is lame. At least it doesn't cause SQL errors any more.

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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
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